From 7e32313a491defe8f5fb62ce0036c1692d4b4af9 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 3 Jan 2014 07:41:06 -0800 Subject: varregion: Add region size to teleport event messages (EnableSimulator, CorssRegion, TeleportFinishEvent). Have Simian grid service return the region size. Many teleport related debug log messages. Can be removed when teleport works (like that's ever going to happen). Conflicts: OpenSim/Framework/RegionInfo.cs --- OpenSim/Region/Framework/Interfaces/IEventQueue.cs | 9 +++++---- OpenSim/Region/Framework/Scenes/Scene.cs | 5 +++++ 2 files changed, 10 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs index 3780ece..dfc269e 100644 --- a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs +++ b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs @@ -39,16 +39,17 @@ namespace OpenSim.Region.Framework.Interfaces // These are required to decouple Scenes from EventQueueHelper void DisableSimulator(ulong handle, UUID avatarID); - void EnableSimulator(ulong handle, IPEndPoint endPoint, UUID avatarID); + void EnableSimulator(ulong handle, IPEndPoint endPoint, UUID avatarID, int regionSizeX, int regionSizeY); void EstablishAgentCommunication(UUID avatarID, IPEndPoint endPoint, - string capsPath); + string capsPath, ulong regionHandle, int regionSizeX, int regionSizeY); void TeleportFinishEvent(ulong regionHandle, byte simAccess, IPEndPoint regionExternalEndPoint, uint locationID, uint flags, string capsURL, - UUID agentID); + UUID agentID, int regionSizeX, int regionSizeY); void CrossRegion(ulong handle, Vector3 pos, Vector3 lookAt, IPEndPoint newRegionExternalEndPoint, - string capsURL, UUID avatarID, UUID sessionID); + string capsURL, UUID avatarID, UUID sessionID, + int regionSizeX, int regionSizeY); void ChatterboxInvitation(UUID sessionID, string sessionName, UUID fromAgent, string message, UUID toAgent, string fromName, byte dialog, uint timeStamp, bool offline, int parentEstateID, Vector3 position, diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 7772f94..610bcd6 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1953,6 +1953,11 @@ namespace OpenSim.Region.Framework.Scenes GridRegion region = new GridRegion(RegionInfo); string error = GridService.RegisterRegion(RegionInfo.ScopeID, region); + m_log.DebugFormat("{0} RegisterRegionWithGrid. name={1},id={2},loc=<{3},{4}>,size=<{5},{6}>", + LogHeader, m_regionName, + RegionInfo.RegionID, + RegionInfo.RegionLocX, RegionInfo.RegionLocY, + RegionInfo.RegionSizeX, RegionInfo.RegionSizeY); if (error != String.Empty) throw new Exception(error); } -- cgit v1.1 From 38148bd4b68ad718bf6274342ac8382a611e2010 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sat, 4 Jan 2014 17:52:38 -0800 Subject: Some missing definitions needed for successful compilation. --- OpenSim/Region/Framework/Scenes/SceneBase.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs index 4f04706..c86f412 100644 --- a/OpenSim/Region/Framework/Scenes/SceneBase.cs +++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs @@ -42,7 +42,8 @@ namespace OpenSim.Region.Framework.Scenes { public abstract class SceneBase : IScene { - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + protected static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + protected static readonly string LogHeader = "[SCENE]"; #region Events -- cgit v1.1 From 0155d42b80ee7b35d0a882052d8cf4976e7d15de Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 8 Jan 2014 00:54:39 +0000 Subject: If an agent is sitting, then do send the rotation in the agent update instead of zeroing it to resolve mouselook camera problems Addresses http://opensimulator.org/mantis/view.php?id=6892 Thanks to tglion for this spot. This resolves a recent regression from 17b32b764acd815400d9eb903aaec6dcebd60ac7 --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 ++ 1 file changed, 2 insertions(+) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 7ed3a4b..49f70c4 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1640,6 +1640,8 @@ namespace OpenSim.Region.Framework.Scenes ControllingClient.SendAgentTerseUpdate(this); PhysicsActor actor = PhysicsActor; + + // This will be the case if the agent is sitting on the groudn or on an object. if (actor == null) { SendControlsToScripts(flagsForScripts); -- cgit v1.1 From 13f31fdf85c404896c166932730b7b8bc5416626 Mon Sep 17 00:00:00 2001 From: Oren Hurvitz Date: Mon, 4 Nov 2013 19:28:24 +0200 Subject: Refactored setting permissions when rezzing items: use the same function when rezzing from user inventory and prim inventory. Also, fixed a bug: when rezzing a coalesced object from a prim's inventory, apply the coalesced object's name and description only to the first sub-object; not to all the objects in the coalescence. (This was already done correctly when rezzing from a user's inventory.) --- .../Region/Framework/Scenes/SceneObjectGroup.cs | 3 + OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 58 +++++++++++++++++ .../Framework/Scenes/SceneObjectPartInventory.cs | 74 +++++----------------- 3 files changed, 78 insertions(+), 57 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 4b4e4ba..23507f4 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -109,6 +109,9 @@ namespace OpenSim.Region.Framework.Scenes STATUS_ROTATE_Z = 0x008, } + // This flag has the same purpose as InventoryItemFlags.ObjectSlamPerm + public static readonly uint SLAM = 16; + // private PrimCountTaintedDelegate handlerPrimCountTainted = null; /// diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index ea9d0d8..1cf7726 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -4800,6 +4800,64 @@ namespace OpenSim.Region.Framework.Scenes { ParentGroup.AddScriptLPS(count); } + + /// + /// Sets a prim's owner and permissions when it's rezzed. + /// + /// The inventory item from which the item was rezzed + /// True: the item is being rezzed from the user's inventory. False: from a prim's inventory. + /// The scene the prim is being rezzed into + public void ApplyPermissionsOnRez(InventoryItemBase item, bool userInventory, Scene scene) + { + if ((OwnerID != item.Owner) || ((item.CurrentPermissions & SceneObjectGroup.SLAM) != 0) || ((item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)) + { + if (scene.Permissions.PropagatePermissions()) + { + if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0) + { + // Apply the item's permissions to the object + //LogPermissions("Before applying item permissions"); + if (userInventory) + { + EveryoneMask = item.EveryOnePermissions; + NextOwnerMask = item.NextPermissions; + } + else + { + if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0) + EveryoneMask = item.EveryOnePermissions; + if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0) + NextOwnerMask = item.NextPermissions; + if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0) + GroupMask = item.GroupPermissions; + } + //LogPermissions("After applying item permissions"); + } + } + + GroupMask = 0; // DO NOT propagate here + } + + if (OwnerID != item.Owner) + { + //LogPermissions("Before ApplyNextOwnerPermissions"); + ApplyNextOwnerPermissions(); + //LogPermissions("After ApplyNextOwnerPermissions"); + + LastOwnerID = OwnerID; + OwnerID = item.Owner; + Inventory.ChangeInventoryOwner(item.Owner); + } + } + + /// + /// Logs the prim's permissions. Useful when debugging permission problems. + /// + /// + private void LogPermissions(String message) + { + PermissionsUtil.LogPermissions(Name, message, BaseMask, OwnerMask, NextOwnerMask); + } public void ApplyNextOwnerPermissions() { diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index 380e402..5fa01e3 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs @@ -764,48 +764,27 @@ namespace OpenSim.Region.Framework.Scenes // Since renaming the item in the inventory does not affect the name stored // in the serialization, transfer the correct name from the inventory to the // object itself before we rez. - rootPart.Name = item.Name; - rootPart.Description = item.Description; - - SceneObjectPart[] partList = group.Parts; - - group.SetGroup(m_part.GroupID, null); - - // TODO: Remove magic number badness - if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number + // Only do these for the first object if we are rezzing a coalescence. + if (i == 0) { - if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions()) - { - foreach (SceneObjectPart part in partList) - { - if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0) - part.EveryoneMask = item.EveryonePermissions; - if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0) - part.NextOwnerMask = item.NextPermissions; - if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0) - part.GroupMask = item.GroupPermissions; - } - - group.ApplyNextOwnerPermissions(); - } + rootPart.Name = item.Name; + rootPart.Description = item.Description; } - foreach (SceneObjectPart part in partList) - { - // TODO: Remove magic number badness - if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number - { - part.LastOwnerID = part.OwnerID; - part.OwnerID = item.OwnerID; - part.Inventory.ChangeInventoryOwner(item.OwnerID); - } + group.SetGroup(m_part.GroupID, null); - if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0) - part.EveryoneMask = item.EveryonePermissions; - if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0) - part.NextOwnerMask = item.NextPermissions; - if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0) - part.GroupMask = item.GroupPermissions; + foreach (SceneObjectPart part in group.Parts) + { + // Convert between InventoryItem classes. You can never have too many similar but slightly different classes :) + InventoryItemBase dest = new InventoryItemBase(item.ItemID, item.OwnerID); + dest.BasePermissions = item.BasePermissions; + dest.CurrentPermissions = item.CurrentPermissions; + dest.EveryOnePermissions = item.EveryonePermissions; + dest.GroupPermissions = item.GroupPermissions; + dest.NextPermissions = item.NextPermissions; + dest.Flags = item.Flags; + + part.ApplyPermissionsOnRez(dest, false, m_part.ParentGroup.Scene); } rootPart.TrimPermissions(); @@ -1130,25 +1109,6 @@ namespace OpenSim.Region.Framework.Scenes mask &= ~((uint)PermissionMask.Transfer >> 13); if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) mask &= ~((uint)PermissionMask.Modify >> 13); - - if (item.InvType != (int)InventoryType.Object) - { - if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) - mask &= ~((uint)PermissionMask.Copy >> 13); - if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) - mask &= ~((uint)PermissionMask.Transfer >> 13); - if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) - mask &= ~((uint)PermissionMask.Modify >> 13); - } - else - { - if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) - mask &= ~((uint)PermissionMask.Copy >> 13); - if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) - mask &= ~((uint)PermissionMask.Transfer >> 13); - if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) - mask &= ~((uint)PermissionMask.Modify >> 13); - } if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) mask &= ~(uint)PermissionMask.Copy; -- cgit v1.1 From 91fd9c467083a57e2898594ce3ae764aa0525bb5 Mon Sep 17 00:00:00 2001 From: Oren Hurvitz Date: Tue, 5 Nov 2013 15:42:23 +0200 Subject: Refactored: use a single function to apply an object's folded permissions to its main permissions --- OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 17 ++++++++++------- .../Region/Framework/Scenes/SceneObjectPartInventory.cs | 11 ++++------- 2 files changed, 14 insertions(+), 14 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 65536db..9cc5cde 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -669,17 +669,13 @@ namespace OpenSim.Region.Framework.Scenes // a mask if (item.InvType == (int)InventoryType.Object) { - // Create a safe mask for the current perms - uint foldedPerms = (item.CurrentPermissions & 7) << 13; - foldedPerms |= permsMask; - bool isRootMod = (item.CurrentPermissions & (uint)PermissionMask.Modify) != 0 ? true : false; // Mask the owner perms to the folded perms - ownerPerms &= foldedPerms; - basePerms &= foldedPerms; + PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref ownerPerms); + PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref basePerms); // If the root was mod, let the mask reflect that // We also need to adjust the base here, because @@ -1209,9 +1205,16 @@ namespace OpenSim.Region.Framework.Scenes { agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move); if (taskItem.InvType == (int)InventoryType.Object) - agentItem.CurrentPermissions = agentItem.BasePermissions & (((taskItem.CurrentPermissions & 7) << 13) | (taskItem.CurrentPermissions & (uint)PermissionMask.Move)); + { + uint perms = taskItem.CurrentPermissions; + PermissionsUtil.ApplyFoldedPermissions(taskItem.CurrentPermissions, ref perms); + agentItem.BasePermissions = perms | (uint)PermissionMask.Move; + agentItem.CurrentPermissions = agentItem.BasePermissions; + } else + { agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions; + } agentItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm; agentItem.NextPermissions = taskItem.NextPermissions; diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index 5fa01e3..fb8ecd5 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs @@ -1132,14 +1132,11 @@ namespace OpenSim.Region.Framework.Scenes // "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}", // item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); - if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) + if (item.InvType == (int)InventoryType.Object) { - if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) - item.CurrentPermissions &= ~(uint)PermissionMask.Copy; - if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) - item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; - if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) - item.CurrentPermissions &= ~(uint)PermissionMask.Modify; + uint perms = item.CurrentPermissions; + PermissionsUtil.ApplyFoldedPermissions(perms, ref perms); + item.CurrentPermissions = perms; } item.CurrentPermissions &= item.NextPermissions; -- cgit v1.1 From da47bcae3ec625e7cb8dc1947d1aa39ba7b8ac0f Mon Sep 17 00:00:00 2001 From: Oren Hurvitz Date: Mon, 16 Sep 2013 09:42:14 +0300 Subject: When moving the root prim of an attachment: a) Change the attach position; b) Move the other prims in the reverse direction to compensate --- OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 23507f4..e31270c 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -3043,13 +3043,10 @@ namespace OpenSim.Region.Framework.Scenes Vector3 oldPos; - // FIXME: This improves the situation where editing just the root prim of an attached object would send - // all the other parts to oblivion after detach/reattach. However, a problem remains since the root prim - // still ends up in the wrong position on reattach. if (IsAttachment) - oldPos = RootPart.OffsetPosition; + oldPos = m_rootPart.AttachedPos + m_rootPart.OffsetPosition; // OffsetPosition should always be 0 in an attachments's root prim else - oldPos = AbsolutePosition + RootPart.OffsetPosition; + oldPos = AbsolutePosition + m_rootPart.OffsetPosition; Vector3 diff = oldPos - newPos; Quaternion partRotation = m_rootPart.RotationOffset; @@ -3064,6 +3061,9 @@ namespace OpenSim.Region.Framework.Scenes } AbsolutePosition = newPos; + + if (IsAttachment) + m_rootPart.AttachedPos = newPos; HasGroupChanged = true; ScheduleGroupForTerseUpdate(); -- cgit v1.1